Medium Construct, Neutral
Armor Class 14 Natural
Hit Points 55 (7d8 + 2)
Speed ft., Any where on the arcane ship. They cannot leave the ship
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +5, CON +4
Damage Vulnerabilities Acid
Damage Resistances Psychic
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Poisoned, Stunned, Unconscious
Senses Passive Perception 10
Languages Any language know by captain
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

The Arcane Deckhands are just as mysterious as the ship itself. They require one spell level for 5 days of operation. It they are destroyed they will return to their storage pods within the captain’s quarters. It will take them one week off time in the pods to become functional again. A magic user can expedite this process with spell slots. 1 spell level equals 1 less day of recovery time.

Actions

They can be commanded by any crew member to load, aim, or fire any of the ships weapons as a bonus action. (The person giving the commands bonus action)

Arm Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 4) Slashing damage. They can make 2 attacks per action.

Bonus Actions

As a bonus action the captain can command an arcane deck hand to self destruct doing 6d6 force Damage to anything in a 10 ft radius

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

These 5 foot tall bronze metal Automotons have 2 skinny arms that have a retractable sword like blade that can be deployed by raising its hand like in assassin’s creed. It has two lmetal legs that are covered in carved bronze plates. Its head has one large Optical Apparatus with a light blue-mithral tint. While not in combat, if more than one are within 40 feet of one another, will make quiet beeping and whirring noises, as if they are talking to one another. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

John_keim

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